Unplugged Lesson
Beginner
40 mins
Teacher/Student led
+50 XP
What you need:
IWB/Projector/Large Screen

Algorithms & Efficiency

In this lesson, you'll explore algorithms by programming a classmate to navigate a grid from start to goal, avoiding obstacles. Through hands-on activities, you'll compare different approaches, test efficiency, and learn the importance of clear, precise instructions.
Learning Goals Teacher Notes

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    1 - Introduction

    Today you’ll run an unplugged coding lesson where pupils “program” a classmate to navigate a simple grid from Start to Goal while avoiding obstacles.

    You may want to set this up in the school hall for more space or if your school has outdoor space, you could use chalk/hula hoops to mark out your area.

    The goal for students today is to compare different algorithms for the same task and reason about efficiency.

    2 - Set the Scene

    Clear a small area; mark a simple 5×5 floor grid with masking tape or tiles. (Alternatively, you could mark out a 5x5 grid with Hula Hoops or with Chalk outdoors!)


    3 - Giving Good Directions?

    On the board, write two directions side by side and select one student in the class to be a 'robot'.

    Ask the robot to follow these instructions :

    • Vague: Go over there. → (Robot wanders / guesses)

    • Precise: Step forward 3 squares. Turn right 90°. → (Robot moves exactly)

    Ask: “Why was the second instruction better?”

    Emphasise the importance of the following three elements:

    1. Clear verb firstStep, Turn, Face, Back, Pause

    2. Number/units3 squares, 2 steps, 90°

    3. Correct order — one command per line, in the sequence to follow

    Anchor it with V–N–O.
    Write V–N–O = Verb · Number · Order as a mini-checklist pupils must use before testing any program.

    4 - Direction Dash

    Explain and play a game of Direction Dash with your class.

    Setup: Pupils stand around the grid’s outer edge, all facing the same dirction

    Command set (use only these at first):
    Explain that you will be giving the following instructions: TURN Left/Right 90° · FORWARD 1/2 · BACK 1 · PAUSE

    How to run it:

    • Call one command every 2–3 seconds. Pupils echo the command (“FORWARD 2!”) and then move.

    • Start slow (single moves), then chain two or three moves (e.g., TURN RIGHT 90°; FORWARD 2; PAUSE).

    • Keep steps small; no running; watch spacing.

    Focus twist (attention + debugging):

    • Clap = UNDO last move (they reverse just their most recent command).

    • Optional extras: “Double!” = do the next command twice; “Reverse!” = swap left/right for the next TURN.

      To keep students invested, you can turn this game into a knockout style game where mistakes/hesitations of commands eliminate that student from the round.

    5 - Teach the command set + quick demo

    Explain that we're going to use the same “program vocabulary” in our next activity: TURN Left/Right 90°, FORWARD, BACK, PAUSE.


    Model once, slowly: choose a visible Start Square and a chair as Goal inside the grid.

    Guide this student to the chair using this program vocabulary. Making sure to emphasize precise instruction.

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